Work / Case study
SpriteMaker: game art from a description
Describe the icon you need and get clean, scalable art you can drop straight into the game.
Small game teams lose days to placeholder art that never gets replaced. We built a tool where you describe the sprite or icon you need and get back clean, scalable artwork in a consistent style, ready to use rather than ready to redraw.
The situation
A solo developer or a two-person team needs hundreds of small pieces of art and has no artist. The usual outcomes are both bad: ship with grey boxes, or lose a week per art pass to a tool that produces something almost usable that has to be traced by hand anyway.
What we built
You describe what you want and get back scalable artwork rather than a flat picture, which is the difference between something you can use at any size in an engine and something you have to redraw. Style is held steady across a set, so an icon made today sits next to one made last month without looking borrowed from a different game. It is multi-user and private, because the art of an unannounced game is not something to hand to a public service.
- Describe a sprite or icon and get usable artwork back
- Scalable output, usable at any size in an engine
- Consistent style across a whole set
- Multi-user and private — unannounced work stays unannounced
Interface illustrations. Abstracted representations with placeholder content — never client data.
What changed
Placeholder art stops being permanent. A developer can produce a consistent set in an evening instead of budgeting a week or shipping grey boxes.
Something similar on your desk?
Tell us about it. The interview takes about ten minutes and you will hear back from one of the two of us.